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General Tabletop Discussion
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How would you use Skeletons/Zombies in combat to make them more interesting.
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<blockquote data-quote="Shiroiken" data-source="post: 7121404" data-attributes="member: 6775477"><p>The biggest use in combat I can see is to take advantage of "as an Action" items: Acid, Alchemist's Fire, Ball Bearings, Caltrops, Healer's Kits, Holy Water (ironic), Hunting Traps (reusable!), Oil, Potions of Healing (REALLY obnoxious and may get nixed), and Tinderbox, not to mention magic items. The Help action is also very obnoxious. A moderately good option (assuming your party is cool with this), is to have them move to block enemies and only take the Dodge Action, allowing the party to use ranged attacks (most monsters don't have a ranged attack).</p><p></p><p>They are awesome for exploration. You have a single one stay 60' or so ahead of the party (just in the edge of vision). When it triggers a trap, not only will you know there is a trap, but you should see the trigger as well. This includes things like doors, chests, and anything else that is an obvious potential hazard. The cost of them is much less than the potential effects on a PC, so go nuts!</p><p></p><p>My personal favorite, is the fact that you'll never need servants again! They can cook your food, help you dress, do your laundry. all at the cost of a spell slot and some mental effort for the commands. If you ever do need a specialist, such as a tailor (skill use), you can call one of your skeletons by a name, implying he was your previous tailor <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7121404, member: 6775477"] The biggest use in combat I can see is to take advantage of "as an Action" items: Acid, Alchemist's Fire, Ball Bearings, Caltrops, Healer's Kits, Holy Water (ironic), Hunting Traps (reusable!), Oil, Potions of Healing (REALLY obnoxious and may get nixed), and Tinderbox, not to mention magic items. The Help action is also very obnoxious. A moderately good option (assuming your party is cool with this), is to have them move to block enemies and only take the Dodge Action, allowing the party to use ranged attacks (most monsters don't have a ranged attack). They are awesome for exploration. You have a single one stay 60' or so ahead of the party (just in the edge of vision). When it triggers a trap, not only will you know there is a trap, but you should see the trigger as well. This includes things like doors, chests, and anything else that is an obvious potential hazard. The cost of them is much less than the potential effects on a PC, so go nuts! My personal favorite, is the fact that you'll never need servants again! They can cook your food, help you dress, do your laundry. all at the cost of a spell slot and some mental effort for the commands. If you ever do need a specialist, such as a tailor (skill use), you can call one of your skeletons by a name, implying he was your previous tailor :devil: [/QUOTE]
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How would you use Skeletons/Zombies in combat to make them more interesting.
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